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Thread: Recoil Check

  1. #1

    Default Recoil Check

    Hello
    I am try to add Recoil Check in my server but dont know how, I have only file from Admin-Pro_1.22_+jims and the file is norecoil.scr so if u have any more info please tell me ASAP
    thankx

  2. #2

    Default


    main:

    if(level.hit == NIL)
    {
    level.hit = 0
    }
    else if(level.hit > 0)
    {
    iprintln "you must wait"
    end
    }

    self takeall
    self tele ( 302 899 50 )

    self forcetorsostate NO_RECOIL_PREP
    self forcelegsstate NO_RECOIL

    level.dude = self
    self.viewangles = ( 0 0 0 )

    waitframe

    local.fwd_vec = angles_toforward self.viewangles
    local.start = self gettagposition "eyes bone"
    local.far = 100.00
    local.hit = trace (local.start) (local.start + local.fwd_vec * local.far ) 1

    local.dist = vector_length( local.start - local.hit)

    //local.far = local.far * local.far

    if(local.dist < local.far )
    {
    iprintlnbold "Player is too close to a wall"
    self resetstate
    self respawn
    self.forcespawn = 1
    end
    }


    self nodamage
    self notsolid
    self hide

    self give "models/weapons/mp44.tik"
    self use "models/weapons/mp44.tik"

    self iprint ("Please be patient while the Admin tested you for no recoil") 5

    local.trig = spawn trigger_multiple spawnflags 129
    local.trig.origin = local.hit
    local.trig setsize ( -5 -5 -5 ) ( 5 5 5 )
    local.trig setthread shot

    // exec showbox.scr::setsize local.hit ( -5 -5 -5 ) ( 5 5 5) ( 1 0 0 )

    self.viewangles = ( 0 0 0 )

    wait 5

    local.trig delete

    iprintlnbold ( "Player scored " + level.hit )
    iprintlnbold ( "Avarage with recoil is 1-16" )
    iprintlnbold ( "Above 15 is potentialy norecoil" )

    if(level.hit > 15)
    {
    iprintlnbold "this dude probably most likely is using a no recoil hack"
    }

    self respawn
    self resetstate
    self.forcespawn = 1
    level.hit = 0

    end

    shot:
    local.p = parm.other
    if(local.p == level.dude )
    {
    level.hit++
    }
    end


    /*

    //*********************************************************************//



    state RAISE_NORECOIL
    {
    movetype absolute

    action
    {
    mp44_crouch_raise : IS_NEW_WEAPON "mainhand" "StG 44" POSITION_TYPE "crouching"
    mp44_stand_raise : IS_NEW_WEAPON "mainhand" "StG 44"

    mg_crouch_raise : POSITION_TYPE "crouching"
    mg_stand_raise : default
    }

    states
    {

    NO_RECOIL : ANIMDONE_TORSO

    }
    }

    state NO_RECOIL
    {
    movetype absolute

    entrycommands
    {
    viewmodelanim fire 1
    }

    action
    {
    none : default // stop torso animation
    }

    states
    {
    STAND : KILLED
    ATTCK_CHECK : IS_WEAPON_READY_TO_FIRE "mainhand"
    }
    }

    state ATTCK_CHECK
    {
    entrycommands
    {
    viewmodelanim fire 1
    }

    action
    {
    mp40_stand_run_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "standing" MOVEMENT_TYPE "running"
    mp40_crouch_run_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
    mp40_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching"
    mp40_stand_fire : IS_WEAPON_ACTIVE "mainhand" "MP40"

    smg_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
    smg_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
    smg_crouch_fire : POSITION_TYPE "crouching"
    smg_stand_fire : default
    }

    states
    {

    NO_RECOIL : IS_WEAPON_READY_TO_FIRE "mainhand" //ANIMDONE_TORSO // !IS_WEAPON_READY_TO_FIRE "mainhand"
    }
    }

    //
    // CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
    // CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY !IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
    // CHECK_SECONDARY_ATTACK : +ATTACK_SECONDARY
    // }
    //
    //
    //state CHECK_PRIMARY_ATTACK_FULLAUTO
    //{
    // movetype legs
    //
    // action
    // {
    // none : default // stop torso animation
    // }
    //
    // states
    // {
    // STAND : KILLED
    // PAIN : PAIN
    //
    // STAND : NEW_WEAPON
    // STAND : RELOAD
    // STAND : !IS_WEAPON_READY_TO_FIRE "mainhand"
    //
    // ATTACK_PISTOL_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "pistol"
    // ATTACK_RIFLE_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "rifle"
    // CHARGE_ATTACK_GRENADE : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "grenade"
    // ATTACK_SMG_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "smg"
    // ATTACK_MG_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "mg"
    // ATTACK_ITEM_PRIMARY : IS_WEAPONCLASS_READY_TO_FIRE "mainhand" "item"
    //
    // STAND : IS_WEAPON_ACTIVE "Error" // Generates an error if no appropriate
    // // attack state is chosen
    // STAND : !ATTACK_PRIMARY
    // }
    //}
    //
    //state ATTACK_SMG_PRIMARY
    //{
    // movetype legs
    //
    // entrycommands
    // {
    // viewmodelanim fire 1
    // }
    //
    // action
    // {
    // mp40_stand_run_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "standing" MOVEMENT_TYPE "running"
    // mp40_crouch_run_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
    // mp40_crouch_fire : IS_WEAPON_ACTIVE "mainhand" "MP40" POSITION_TYPE "crouching"
    // mp40_stand_fire : IS_WEAPON_ACTIVE "mainhand" "MP40"
    //
    // smg_stand_run_fire : POSITION_TYPE "standing" MOVEMENT_TYPE "running"
    // smg_crouch_run_fire : POSITION_TYPE "crouching" MOVEMENT_TYPE "running"
    // smg_crouch_fire : POSITION_TYPE "crouching"
    // smg_stand_fire : default
    // }
    //
    // states
    // {
    // STAND : KILLED
    // PAIN : PAIN
    //
    // STAND : !ATTACK_PRIMARY ANIMDONE_TORSO
    // STAND : ANIMDONE_TORSO !IS_WEAPON_READY_TO_FIRE "mainhand"
    // STAND : RELOAD !ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
    // STAND : RELOAD !ATTACK_PRIMARY
    // STAND : RELOAD !HAS_AMMO_IN_CLIP "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
    //
    // CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY +IS_WEAPON_READY_TO_FIRE "mainhand"
    // CHECK_PRIMARY_ATTACK_FULLAUTO : +ATTACK_PRIMARY IS_WEAPON_READY_TO_FIRE "mainhand"
    // }
    //}

    */




    sorry i dont know how to make a code
    Last edited by Old Fox; March 25th, 2019 at 10:52 PM. Reason: James assisted with putting in code tags

  3. #3

    Default

    add recoil?, i tought standard server had recoil

  4. #4

    Default

    I Want to check the players for recoil ! so any ideas ?
    Last edited by Old Fox; August 4th, 2018 at 06:33 PM.

  5. #5

    Default

    Quote Originally Posted by Old Fox View Post
    I Want to check the players for recoil ! so any ideas ?
    thankx
    Last edited by Old Fox; March 25th, 2019 at 10:53 PM.

  6. #6
    Administrator James's Avatar
    Join Date
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    3,180

    Default

    The reborn patch allows this to happen, but recoil is controlled by default using the viewkick parameter and that's a clientside parameter.
    If I remember correctly sorridstroker originally created a serverside recoil mod that stopped norecoil cheats; then later on it was optimized by jv_map and sorrid recommended for everyone to use jv_map's version because it was tweaked to work better.

    https://web.archive.org/web/20071107...ad.php?t=26322

    BTW, Shadow, you should upload this on AAAA db cause this bugger was difficult to find and since TMT isn't around anymore, well ya know...
    Attached Files Attached Files

  7. #7

    Default

    Quote Originally Posted by James View Post
    BTW, Shadow, you should upload this on AAAA db cause this bugger was difficult to find and since TMT isn't around anymore, well ya know...
    Will do!
    I right away checked out if the webarchive had other files stored on TMT and got 20 more pk3/zip/rar files, including the SH version of the No-Recoil fix from jv_map you just posted.

    EDIT: Uploaded! http://www.mohaaaa.co.uk/AAAAMOHAA/c...-hack-fix-aash Including both AA & SH versions, plus a readme file
    Last edited by Shadow; August 6th, 2018 at 05:21 AM. Reason: download link added

  8. #8
    Client Beta Testers Appelpitje's Avatar
    Join Date
    Jan 2012
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    Belgium
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    571

    Default

    I have found a script that downloads a wayback machine archive. Had to edit it to make it work with current OSes/software. Will let it run for few timestamps I guess it will take some time to spider the whole website for working pages. When its done, it will be allot of HTML files which we could host again

  9. #9

    Default

    Quote Originally Posted by Appelpitje View Post
    I have found a script that downloads a wayback machine archive. Had to edit it to make it work with current OSes/software. Will let it run for few timestamps I guess it will take some time to spider the whole website for working pages. When its done, it will be allot of HTML files which we could host again
    Oh nice! That would be awesome!
    I've saved a bunch of pages myself, which I thought might be useful.. (they are inside my Tutorial Package) but ofc. those are just a few pages. I think I remember you saved a bunch as well before?

  10. #10
    Client Beta Testers Appelpitje's Avatar
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    Location
    Belgium
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    571

    Default

    Quote Originally Posted by Shadow View Post
    Oh nice! That would be awesome!
    I've saved a bunch of pages myself, which I thought might be useful.. (they are inside my Tutorial Package) but ofc. those are just a few pages. I think I remember you saved a bunch as well before?
    I was going to do that but i was too late to do it, site went down by that time.. i was thinking to buy the domain modtheater.com but it got renewed.. :/

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